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We also refined the game mechanics so that they fit the IP really well. We tested this extensively and worked towards a situation where we know that the game metrics are strong without the IP. When we developed the Desperate Housewives game it was important to us that the game would stand on its own feet without the IP. It is easy to bank too much on the IP thinking that the IP alone will carry the day. What do you think is important in successfully translating a property like Desperate Housewives to the platform?
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I think that sets this game apart.Ĭelebrity and TV tie-in games on mobile have a mixed success rate. We did not want to charge for downloads or individual chapters, but rather enable a true free-to-play experience for players. It was also important for us to combine our episodic storytelling with true, free-to-play game-mechanics.
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In the process of developing our games, we did learn a lot about how to adapt what works for episodic storytelling in TV into a formula for video games. We give our games structures like TV series, and think about hooks and cliffhangers a lot. We wanted to apply this concept to video games, as it fits really well with two other major trends - namely, free-to-play and mobile.
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The serialisation of filmed content with the emergence and rise of shows like House of Cards got us interested. The video games industry has by and large treated stories in games like films and books. Why did you decide to take this approach? Tell us about the episodic, TV-like structure of the game. Mark Gazeckiīased on our track-record with these types of games, and our vision for this new game, we signed a deal. So when the time for a new game came, we reached out to develop a game based on the Desperate Housewives IP.Įpisodic content fits really well with two other major trends - F2P and mobile. In that process, Desperate Housewives kept coming up as a reference. The idea was to translate TV-style storytelling into video-games. Mark Gazecki: We started working with episodic storylines in our Surburbia games quite a while ago. : How and when did the opportunity to arise for MegaZebra to work with the Desperate Housewives license?
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So to learn more about how MegaZebra has gone about adapting the series for the mobile platform, and the potential for story-driven episodic content on mobile, reached out to co-founder and CEO Mark Gazecki. More than five years after the TV show's finale aired, the mix of life simulation and episodic storytelling exhibited in MegaZebra's own Suburbia series seems to make the studio an ideal fit for the project.īut for every T he Simpsons: Tapped Out, there's a Breaking Bad: Empire Business. Recently joining this ever-growing list is Desperate Housewives, which now has its own free-to-play mobile game courtesy of Munich-based developer MegaZebra. The list of TV shows with their own mobile games is growing.